Hyperdrive: Difference between revisions

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Two [[chetherite]] must be in each hopper of the hyperdrive to jump. The chetherite is consumed upon a successful jump. If there is not enough chetherite, the ship will fail to jump.
Two [[chetherite]] must be in each hopper of the hyperdrive to jump. The chetherite is consumed upon a successful jump. If there is not enough chetherite, the ship will fail to jump.


Larger hyperdrives consume more chetherite (as they have more hoppers), and take longer to warm up, but also have a faster travel time in hyperspace. Hyperdrive warm up times can be reduced by owning [[Siege Stations]].
Larger hyperdrives consume more chetherite (as they have more hoppers), but also have a faster travel time in hyperspace. Hyperdrive warm up times can be reduced by owning [[Claimable System|Claimable Systems]].


A [[Navigation Computer]] is required for most ships to enter hyperspace.
A [[Navigation Computer]] is required for most ships to enter hyperspace.
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'''Class 2 Hyperdrives''' have a marginally slower charge time but travel faster in hyperspace compared to the previous hyperdrive class.<br>They are the fastest hyperdrive that does not consume extra [[Chetherite]].
'''Class 2 Hyperdrives''' travel faster in hyperspace compared to the previous hyperdrive class.<br>They are the fastest hyperdrive that does not consume extra [[Chetherite]].


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'''Class 3 Hyperdrives''' have a marginally slower charge time but travel faster in hyperspace compared to the previous hyperdrive class.
'''Class 3 Hyperdrives''' travel faster in hyperspace compared to the previous hyperdrive classes.


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'''Class 4 Hyperdrives''' have a marginally slower charge time but travel faster in hyperspace compared to the previous hyperdrive class.
'''Class 4 Hyperdrives''' travel faster in hyperspace compared to the previous hyperdrive classes.


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Revision as of 07:23, 2 July 2026

Hyperdrives allow a starship to enter hyperspace and travel vast distances quickly. They can be detected with the sign text [hyperdrive].

Two chetherite must be in each hopper of the hyperdrive to jump. The chetherite is consumed upon a successful jump. If there is not enough chetherite, the ship will fail to jump.

Larger hyperdrives consume more chetherite (as they have more hoppers), but also have a faster travel time in hyperspace. Hyperdrive warm up times can be reduced by owning Claimable Systems.

A Navigation Computer is required for most ships to enter hyperspace.

Class 1 Hyperdrive

Class 1 Hyperdrive

Hyperdrive, class 1

Properties
Chetherite consumed per jump 4
Resource Requirements
Glass (any color) 2
Hopper 2
Note Block 1
Sponge 1
Sign (any type) 1


Class 1 Hyperdrives provide a slow but reliable way to enter hyperspace.

Class 2 Hyperdrive

Class 2 Hyperdrive
Properties
Chetherite consumed per jump 4
Resource Requirements
Diamond Block 1
Glass (any color) 1
Glass Pane (any color) 2
Hopper 2
Iron Block 2
Note Block 1
Sponge 1
Sign (any type) 1


Class 2 Hyperdrives travel faster in hyperspace compared to the previous hyperdrive class.
They are the fastest hyperdrive that does not consume extra Chetherite.

Class 3 Hyperdrive

Properties
Chetherite consumed per jump 6
Resource Requirements
Emerald Block 1
Glass (any color) 4
Glass Pane (any color) 8
Hopper 3
Iron Block 4
Note Block 1
Sponge 2
Sign (any type) 1


Class 3 Hyperdrives travel faster in hyperspace compared to the previous hyperdrive classes.

Class 4 Hyperdrive

Properties
Chetherite consumed per jump 12
Resource Requirements
Emerald Block 3
Glass (any color) 10
Glass Pane (any color) 8
Hopper 6
Iron Block 9
Note Block 1
Sponge 4
Sign (any type) 1


Class 4 Hyperdrives travel faster in hyperspace compared to the previous hyperdrive classes.